
Ciaran Barnes |

I had the dragon slayer concept on my mind, and didn't think it right someone would have to choose paladin or ranger. Not exactly how I'd want to execute it if it were a full class, but the fighter has a limited number of tools.
Monster Hunter (fighter)
Favored Enemy (Ex): At 1st level, a monster hunter selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Intimidate, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A monster hunter may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every four levels thereafter (9th, 13th, and 17th level), the monster hunter may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the monster hunter chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the ranger's favored enemies table. Note that there are other types of humanoid to choose from - those called out specifically are merely the most common. If a specific creature falls into more than one category of favored enemy, the monster hunter's bonuses do not stack; he simply uses whichever bonus is higher.
This replaces the fighter's 1st level bonus feat and weapon training 1, 2, 3, and 4.
Study Monster (Ex): Beginning at 2nd level, a monster hunter can quickly study a creature he can see as a swift action. This ability functions just like a Knowledge check to identify monsters and their special powers or vulnerabilities, except he does not need be trained in the relevant Knowledge skill. The monster hunter rolls 1d20 + his monster hunter level + his Intelligence bonus to determine the result. He can also add his favored enemy bonus, if relevant.
This replaces bravery.
Hunter's Defense (Ex): Beginning at 3rd level, the monster hunter gains a +1 dodge bonus to his AC and a +1 insight bonus on saving throws against a favored enemy. At 7th level and every four levels thereafter, the bonuses increase by +1. These bonuses do not stack with those granted by the Favored Defense feat.
This replaces armor training 1, 2, 3, 4, and armor mastery.
Master Monster Hunter (Ex): A monster hunter of 20th level becomes a master of his trade. He gains a +5 bonus on checks made to identify a monster. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A monster can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A monster hunter can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.
This replaces weapon mastery.

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You need to give more for losing weapon training.
Favored enemy to replace Weapon training 1
Then give more at weapon training 2,3 and 4. Or let the fighter take these as normal.
With out instant enemy weapon training is a far superior ability.
Master monster hunter references ranger. It shouldn't unless this is copy/pasted from an other class option/archetype. You left out hunter from one sentence. I would make either this use int or study monster use wisdom, so they line up.

Ciaran Barnes |

I don't feel that Weapon Training strictly better than Favored Enemy. In a campaign where you can cater to fighter certain enemy types, FE is way better. The difference between the two is basically the same as the difference between a fighter's and a ranger's ability to use weapons. One is all-encompassing, one is conditionally stronger. However, I am open arguments against my opinion. :)
The typos in Master Monster Hunter are typos from copy & paste that I missed. Thank you. I think I will make both abilities use Wisdom.

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Gloves of dueling and now the weapon mastery bonuses (from the recent weapon master's handbook) make weapon training strong.
Most archetypes that replace weapon training give abilities at each improvement too. I was only seeing 4 tiers of flavored enemy having 5 is better, and having it at level 1 is nice..... ....maybe say levels in classes with favored enemy stack?
Studied monster is great and Hunter's defense is solid.
I'm sure others have opinions too.
Edit:
Archetypes that replace weapon training and give more at weapon training 2-4
archer
brawler
Aldori sword lord
cad
Ok, I'll stop.

Ciaran Barnes |

Do you have a suggestion for something to accompany FE? Not necessarily a class changing feature, but a perk of some kind? A version of the ranger's Quarry feature, or perhaps a tracking bonus?
I would assume that all FE bonuses from different classes stack. Is it required? Or is stating it redundant?

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Looking at the FE entry for the lantern bearer prestige class, "This ability functions exactly like the ranger class ability of the same name, and Lantern Bearer levels stack with other class levels that grant the favored enemy ability." It seem appropriate to apply it here.
Just spouting ideas for an extra boon:
Favored terrain
Tracking
Ranger fighting style
A caster level for activating magic items
An animal companion
An ability to retrain his favored enemy at the start of each day
Bonus on stealth
Ignoring ACP for skills related to hunting
Bonus movement speed
Wild empathy
Woodland stride
A Combat maneuver to negate a monster ability for 3+ wisdom mod rounds per day(pounce, scent, one form of attack), make a specific list. You could make it tiered kinda like beast shape.

Ciaran Barnes |

Favored Enemy (Ex): At 1st level, a monster hunter selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Intimidate, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A monster hunter may make Knowledge skill checks untrained when attempting to identify these creatures. This bonus stacks with favored enemy bonuses from other classes.
At 5th level and every four levels thereafter (9th, 13th, and 17th level), the monster hunter may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the monster hunter chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the ranger's favored enemies table. If a specific creature falls into more than one category of favored enemy, the monster hunter's bonuses do not stack; he simply uses whichever bonus is higher.
This replaces the fighter's 1st level bonus feat and weapon training 1, 2, 3, and 4.
Track (Ex): A monster hunter adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Study Monster (Ex): Beginning at 2nd level, a monster hunter can study a creature he can see as a swift action. This ability functions like a Knowledge check to identify monsters and their special powers or vulnerabilities, except he does not need be trained in the relevant Knowledge skill. The monster hunter rolls d20 + his monster hunter level + his Wisdom bonus to determine the result. He also adds his favored enemy bonus, if relevant.
This replaces bravery.
Hunter's Defense (Ex): Beginning at 3rd level, the monster hunter gains a +1 dodge bonus to his AC and a +1 insight bonus on saving throws against a favored enemy. At 7th level and every four levels thereafter (11th, 15th, and 19th level), the bonuses increase by +1. These bonuses do not stack with those granted by the Favored Defense feat.
This replaces armor training 1, 2, 3, 4, and armor mastery.
Master Hunter (Ex): A monster hunter of 20th level becomes a master of his trade. He gains a +5 bonus on checks made to identify a monster. As a standard action, he can make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the monster hunter's level + his Wisdom modifier. He can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A monster hunter can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.
This replaces weapon mastery.